using System;
using System.Collections.Generic;
using System.Linq;

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using Framework;
using Framework.Graphics;
using Framework.Graphics.Light;
using Framework.Graphics.Light.Bump;
using Framework.Graphics.Light.Shadow;
using Framework.GameStateManagment;

namespace Robot_War
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        //LightManager LM;
        //Texture2D tex, tex_normal;

        Texture2D _aim;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            graphics.PreferredBackBufferHeight = 768;
            graphics.PreferredBackBufferWidth = 1024;
            //graphics.IsFullScreen = true;
            //IsMouseVisible = true;
            graphics.ApplyChanges();
            this.Window.Title = "Robot War 0.07";




            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //LM = new LightManager();
            //LM.Init(this.GraphicsDevice, this);
            //Camera.Init(spriteBatch, new Vector2(graphics.PreferredBackBufferWidth,
            //    graphics.PreferredBackBufferHeight));

            //tex = Content.Load<Texture2D>(@"Test\floor_tile_02-1024");
            //tex_normal = Content.Load<Texture2D>(@"Test\floor_tile_02-1024_norm");
            ////tex = Content.Load<Texture2D>(@"Test\Robot");
            ////tex_normal = Content.Load<Texture2D>(@"Test\RobotN");

            //LM.ShadowManager.LightsList.Add(new Framework.Graphics.Light.Shadow.Light(new Vector2(100,
            //    100), new LightArea(this.GraphicsDevice, ShadowmapSize.Size512)));
            //LM.ShadowManager.LightsList[0].Color = Color.White;

            Camera.Init(spriteBatch, new Vector2(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight));
            Input.Init();

            GameStateManagment.Init(spriteBatch, this);
            GameStateManagment.LoadContent(Content);




            _aim = Content.Load<Texture2D>("Font/Aim");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (GameStateManagment.GameState == 5)
                this.Exit();

            // TODO: Add your update logic here
            //LM.Reset();
            //LM.AddBumpColor(tex, Vector2.Zero);
            //LM.AddBumpNormal(tex_normal, Vector2.Zero);

            //LM.AddShadowObjects(Content.Load<Texture2D>(@"Effect/Black"), new Vector2(450, 425));

            //LM.OptionalUpdate();
            

            GameStateManagment.Update();
            Input.Update();
            

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            //LM.Draw();
            GameStateManagment.Draw();

            spriteBatch.Begin();
            spriteBatch.Draw(_aim, new Vector2(Input.MS.X, Input.MS.Y), Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
